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ViriusLevan

37
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A member registered Dec 25, 2019 · View creator page →

Creator of

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(2 edits)

Pretty fun but the non-starter sheets feel underpowered, though if combo carries over between sheets they’d be a bit OP I guess (imagine having a 5x combo and you use the orange sheet). Nonetheless great job on the game.

Really nice polish along with good variety on the boss designs. The ‘regain health on gear pickup’ felt a bit OP though.

Short and sweet, love the ‘feedback’ on the hits the player does. Game over screen felt a bit abrupt. If you ever expand on the game, I personally like to see more slottable abilities (like the dash).

Love the theme implementation, some bosses are a bit too easy (crab), and you could maybe add a sound cue when the parry is fully charged (probably just a skill issue on my part though). But overall It’s still a really fun game.

Charming credit screen btw haha

Good fun, though the i-frame on the dash is ridiculously long. And like others I also didn’t know there was a double jump : maybe that needs to get mentioned in the tutorial if you’re planning on an update.

Very cute looking game with some nice music to boot. Difficulty is a bit easy but that’s probably due to having attack and what’s essentially a shield on the same move. Kinda expected to die when that final boss obscured vision, but dude was more stationary than I expected (I think having him move more frequently in the dark would make him way harder).

Feels like a great blend of Ikaruga and Asteroids. Being able to control how fast your bullets come out is something I rarely see in these types of games, which makes it feel even more unique. The increased health in the new version feels much more friendly to people who aren’t great at shooters.

Really good job! Game has a ton of polish, also very neat idea on the “angels” : they definitely made the post-game/endless exponentially harder and increases the need for parts.

Very fun game with creative bosses (I did NOT expect that triple ‘slash’ from Red), honestly really solid all around.

Neat concept with a nice vibe and aesthetics, but the controls feel a bit clunky and the sound needs some balancing

You can actually get yourself “stuck” if you don’t press l/r at the fork in the road (even if you’re in the “right” path), also if you continue this (press l/r) after that happens, you can actually get “left behind” and have the new road despawn before your dude finishes walking over to the next part lol

love how you change up the music as you get closer to the robber

Yeah i mostly just came back for practice on input rebinding and a few other things, seems like i still have a long way to go though with these hiccups haha.

Thanks for bringing that to my attention, it should be fixed now

Really nice game with solid mechanics, good pixel art, and roguelite (hope i got the term right) progression. Great job!

Nice interpretation of the theme, cool way to make a menu, and i like how the overheat bar is displayed next to the ship

Great job on the atmosphere and nice positive message

Yea i actually forgot that Unity had a texture brush to sorta prevent this kinda stuff, goes to show how much you can overlook when working late haha

Thanks man, and yea most of the first day of the jam was just me throwing ideas on a wall while making some random assets, got too tired by the second day to actually come up with anything extra besides that haha.

Good ambience with some creepy vibes, some bugs here and there but that’s just how it is.

Good aesthetics, rough sound, camera has a bit too much damping on the Y axis IMO since it’s a bit hard to see where I’m aiming the super jump

Good choices for sounds, and it’s nice how you can sorta sync up the timing with the music

Animations are really smooth and the pixel art is great.

A bit confusing but pretty great

-Unless the unit code typing is part of some mechanic you’re adding in the future i think you should just add normal unit build buttons. -You should spawn an effect or object animation that indicates where i clicked so as to give more feedback to the player -The factories can get moved slightly by the tanks, is that intentional? -When i click on an enemy unit after selecting my own, they can just move to the unit instead of attacking it even if they are well within range

Sorry that my feedback is mostly about bugs or what’s lacking, but i hope you don’t take it the wrong way

-It’s quite hard but fun -Maybe add an instant boost that consumes 30 energy or so? Maybe a speedometer too -I feel the loss of control when your ship goes too fast in the other direction to be frustrating, on the other hand successfully using the force of the orbit to propel onto other stars is pretty satisfying -it’s pretty hard -didn’t encounter any glitches